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9ac66336a2
* GPU: Use lazy checks for specialization state This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched. Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark. The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws. * Address Feedback * Oops
282 lines
No EOL
11 KiB
C#
282 lines
No EOL
11 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.HashTable;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Holds already cached code for a guest shader.
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/// </summary>
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struct CachedGraphicsGuestCode
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{
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public byte[] VertexACode;
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public byte[] VertexBCode;
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public byte[] TessControlCode;
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public byte[] TessEvaluationCode;
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public byte[] GeometryCode;
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public byte[] FragmentCode;
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/// <summary>
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/// Gets the guest code of a shader stage by its index.
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/// </summary>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <returns>Guest code, or null if not present</returns>
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public byte[] GetByIndex(int stageIndex)
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{
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return stageIndex switch
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{
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1 => TessControlCode,
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2 => TessEvaluationCode,
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3 => GeometryCode,
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4 => FragmentCode,
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_ => VertexBCode
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};
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}
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}
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/// <summary>
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/// Graphics shader cache hash table.
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/// </summary>
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class ShaderCacheHashTable
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{
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/// <summary>
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/// Shader ID cache.
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/// </summary>
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private struct IdCache
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{
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private PartitionedHashTable<int> _cache;
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private int _id;
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/// <summary>
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/// Initializes the state.
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/// </summary>
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public void Initialize()
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{
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_cache = new PartitionedHashTable<int>();
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_id = 0;
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}
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/// <summary>
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/// Adds guest code to the cache.
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/// </summary>
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/// <remarks>
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/// If the code was already cached, it will just return the existing ID.
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/// </remarks>
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/// <param name="code">Code to add</param>
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/// <returns>Unique ID for the guest code</returns>
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public int Add(byte[] code)
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{
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int id = ++_id;
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int cachedId = _cache.GetOrAdd(code, id);
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if (cachedId != id)
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{
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--_id;
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}
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return cachedId;
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}
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/// <summary>
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/// Tries to find cached guest code.
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/// </summary>
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/// <param name="dataAccessor">Code accessor used to read guest code to find a match on the hash table</param>
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/// <param name="id">ID of the guest code, if found</param>
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/// <param name="data">Cached guest code, if found</param>
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/// <returns>True if found, false otherwise</returns>
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public bool TryFind(IDataAccessor dataAccessor, out int id, out byte[] data)
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{
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return _cache.TryFindItem(dataAccessor, out id, out data);
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}
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}
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/// <summary>
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/// Guest code IDs of the guest shaders that when combined forms a single host program.
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/// </summary>
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private struct IdTable : IEquatable<IdTable>
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{
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public int VertexAId;
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public int VertexBId;
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public int TessControlId;
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public int TessEvaluationId;
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public int GeometryId;
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public int FragmentId;
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public override bool Equals(object obj)
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{
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return obj is IdTable other && Equals(other);
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}
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public bool Equals(IdTable other)
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{
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return other.VertexAId == VertexAId &&
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other.VertexBId == VertexBId &&
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other.TessControlId == TessControlId &&
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other.TessEvaluationId == TessEvaluationId &&
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other.GeometryId == GeometryId &&
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other.FragmentId == FragmentId;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(VertexAId, VertexBId, TessControlId, TessEvaluationId, GeometryId, FragmentId);
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}
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}
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private IdCache _vertexACache;
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private IdCache _vertexBCache;
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private IdCache _tessControlCache;
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private IdCache _tessEvaluationCache;
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private IdCache _geometryCache;
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private IdCache _fragmentCache;
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private readonly Dictionary<IdTable, ShaderSpecializationList> _shaderPrograms;
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/// <summary>
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/// Creates a new graphics shader cache hash table.
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/// </summary>
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public ShaderCacheHashTable()
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{
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_vertexACache.Initialize();
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_vertexBCache.Initialize();
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_tessControlCache.Initialize();
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_tessEvaluationCache.Initialize();
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_geometryCache.Initialize();
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_fragmentCache.Initialize();
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_shaderPrograms = new Dictionary<IdTable, ShaderSpecializationList>();
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}
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/// <summary>
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/// Adds a program to the cache.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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IdTable idTable = new IdTable();
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foreach (var shader in program.Shaders)
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{
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if (shader == null)
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{
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continue;
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}
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if (shader.Info != null)
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{
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switch (shader.Info.Stage)
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{
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case ShaderStage.Vertex:
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idTable.VertexBId = _vertexBCache.Add(shader.Code);
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break;
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case ShaderStage.TessellationControl:
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idTable.TessControlId = _tessControlCache.Add(shader.Code);
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break;
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case ShaderStage.TessellationEvaluation:
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idTable.TessEvaluationId = _tessEvaluationCache.Add(shader.Code);
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break;
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case ShaderStage.Geometry:
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idTable.GeometryId = _geometryCache.Add(shader.Code);
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break;
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case ShaderStage.Fragment:
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idTable.FragmentId = _fragmentCache.Add(shader.Code);
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break;
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}
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}
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else
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{
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idTable.VertexAId = _vertexACache.Add(shader.Code);
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}
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}
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if (!_shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
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{
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specList = new ShaderSpecializationList();
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_shaderPrograms.Add(idTable, specList);
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}
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specList.Add(program);
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}
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/// <summary>
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/// Tries to find a cached program.
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/// </summary>
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/// <remarks>
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/// Even if false is returned, <paramref name="guestCode"/> might still contain cached guest code.
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/// This can be used to avoid additional allocations for guest code that was already cached.
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/// </remarks>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">Graphics state</param>
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/// <param name="addresses">Guest addresses of the shaders to find</param>
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/// <param name="program">Cached host program for the given state, if found</param>
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/// <param name="guestCode">Cached guest code, if any found</param>
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/// <returns>True if a cached host program was found, false otherwise</returns>
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public bool TryFind(
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GpuChannel channel,
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ref GpuChannelPoolState poolState,
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ref GpuChannelGraphicsState graphicsState,
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ShaderAddresses addresses,
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out CachedShaderProgram program,
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out CachedGraphicsGuestCode guestCode)
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{
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var memoryManager = channel.MemoryManager;
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IdTable idTable = new IdTable();
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guestCode = new CachedGraphicsGuestCode();
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program = null;
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bool found = TryGetId(_vertexACache, memoryManager, addresses.VertexA, out idTable.VertexAId, out guestCode.VertexACode);
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found &= TryGetId(_vertexBCache, memoryManager, addresses.VertexB, out idTable.VertexBId, out guestCode.VertexBCode);
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found &= TryGetId(_tessControlCache, memoryManager, addresses.TessControl, out idTable.TessControlId, out guestCode.TessControlCode);
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found &= TryGetId(_tessEvaluationCache, memoryManager, addresses.TessEvaluation, out idTable.TessEvaluationId, out guestCode.TessEvaluationCode);
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found &= TryGetId(_geometryCache, memoryManager, addresses.Geometry, out idTable.GeometryId, out guestCode.GeometryCode);
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found &= TryGetId(_fragmentCache, memoryManager, addresses.Fragment, out idTable.FragmentId, out guestCode.FragmentCode);
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if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
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{
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return specList.TryFindForGraphics(channel, ref poolState, ref graphicsState, out program);
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}
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return false;
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}
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/// <summary>
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/// Tries to get the ID of a single cached shader stage.
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/// </summary>
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/// <param name="idCache">ID cache of the stage</param>
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/// <param name="memoryManager">GPU memory manager</param>
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/// <param name="baseAddress">Base address of the shader</param>
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/// <param name="id">ID, if found</param>
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/// <param name="data">Cached guest code, if found</param>
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/// <returns>True if a cached shader is found, false otherwise</returns>
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private static bool TryGetId(IdCache idCache, MemoryManager memoryManager, ulong baseAddress, out int id, out byte[] data)
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{
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if (baseAddress == 0)
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{
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id = 0;
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data = null;
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return true;
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}
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ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(memoryManager, baseAddress);
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return idCache.TryFind(codeAccessor, out id, out data);
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}
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/// <summary>
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/// Gets all programs that have been added to the table.
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/// </summary>
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/// <returns>Programs added to the table</returns>
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public IEnumerable<CachedShaderProgram> GetPrograms()
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{
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foreach (var specList in _shaderPrograms.Values)
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{
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foreach (var program in specList)
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{
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yield return program;
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}
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}
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}
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}
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} |